Showing Posts For kschmidt.5901:
Agreed at least put the vendors back for a limited time. I’m sitting on tons of badges and have been working on other things like world completion for my legendary. Now I suddenly have to go back to grinding a WvW reward track for a part that I had already completed.
I love WvW and spend most of my time there, so it won’t take long but having this as an unannounced change sucks. Let those of us with the badges buy the gift for another week or 2 then remove the vendors.
Just like the Disenchanter, I really want to like this ability. For the exact same reasons it just doesn’t work. The cast time is too long and being tied to a target (that can block or dodge even casting it) makes it tough to use in any type of team fight.
When you want this the most is when there are multiple enemies. Well hope you pick a good one because if it dies you just lost this.
I’d love to see the utility phantasms work more like pets and go after your current target and stick around until killed/shattered. Not be based on the target at the time you cast it.
The change really forces you to go Spite to get anything decent out of BB. That killed a lot of potential build diversity. I’d really prefer if they split it based on if it was a self-applied boon or an ally applied one.
Best way to keep ally applied healing in line would be a X/second cap. So let’s say 5 boons/3 seconds. Then if you got hit with a huge 10 stack of might you’d only benefit from a portion of it and then it would be on cooldown for ally applied boons.
Seems like a bug that DS doesn’t put the weapon swap sigils on cooldown. Expect it to be fixed at some point.
Just wanted to say I’m loving the concept of the new mechanics around skill recharges. Having skills recharge due to certain conditions, or recharge faster based on using other skills will hopefully make for even more dynamic combat.
Perhaps it already does, but can the UI signify when a skill has recharged outside its normal cooldown a bit more visibly? Just having it do a bit more of a flash would be nice. That way there is that extra bit of feedback to alert you.
I think the turret overcharge ability should be made to fire when you activate the ability, instead of queuing up for the next attack. This would give turrets a lot more interactivity as you’d now be able to time critical things like interrupts from them. This is similar to the ranger pet change. It is frustrating to hit the overcharge ability and then have to wait.
Unfortunately on heal runes don’t work with MoR except on the initial charge. They really should make them work on expending it and just put an ICD on them to make sure it isn’t abused.
Unless I completely missed them fixing that /dream
1. Elementalist
2. Engineer
3. Necro
New Fire Aura/ Fire Shield
- Each time you get hit, you lose 1 condition and your opponent starts burning for 2 seconds.
Considering the number of ways to get Fire Aura this is probably a bit over powered.
1) Focus skill
2) Leap through fire field
3) On signet use (with trait)
Also, don’t forget engineer get’s this ability through Kit Refinement with a flamethrower. Probably actually works nicely for them as well, but that’s only a 20s cooldown.
I like the idea, but either the ability on Focus would need to be seperated from the others or the effect would need some toning down. Otherwise you can get pretty high up time with this already.
It’s a potentially powerful trait if used with arcane power as your arcane skill, as your next 5 spells will cause those conditions. Imagine using arcane power in earth attunement, and then using lava font, the pulses will be guaranteed to crit, and also immobilize the target in the aoe, this synergizes with the Arcane 25 point minor trait you’re talking about.
Unfortunately the crits from Arcane Power match whatever attunement you are currently in. So if you activate in earth and swap to fire for lava font your lava font will apply burning. I’d have to test the other way. Use AP, cast lava font, swap to earth. Does it now do immobilize because you’re in earth, or is it based on the spell type. I think it’s the latter and will be based on the spell type.
Distortion skill: No longer allows capture of control points in all formats or communing in PvP
VS.
Endure Pain skill: Players can now capture points while under its effectsThey’ve been removing contesting points while invulnerable from most professions, but suddenly Warriors are specifically updated so they can.
Endure Pain isn’t an invulnerability, it simply reduces direct damage to zero. You can still apply conditions on them, knock them off the point, etc.
Ahh good to know the difference. That at least makes sense then.
Distortion skill: No longer allows capture of control points in all formats or communing in PvP
VS.
Endure Pain skill: Players can now capture points while under its effects
They’ve been removing contesting points while invulnerable from most professions, but suddenly Warriors are specifically updated so they can.
Agreed this really needs to be fixed. Was really excited to get this trait last night and what does my first clone do? Zaps a little bunny :/ Next several decided I was having too easy of a fight and decided to attack random wolves that I wasn’t engaged with.
Please fix
Always been that way. It increases the recharge rate, not decreases the cooldown (like other similiar things).
So you get 16*.6=9.6
Use the pull skill to pull enemies off walls in WvW (well short walls since only range 600). Or to pull them together for your group to focus on.
That’s all I got :/ it could really use some dev love.
Just to add more to the Arcane Power bug.
It does give 5 crits for some abilities. It seems fireball is bugged and uses more charges. For example, using Lava Font I will get 4 ticks of crits and still have 1 charge left. Other abilities have strange behaviors as well.
Flamewall could also be given an effect for allies passing through it. Vigor or Fury are both good options there. Ring of Fire could possibly get the same treatment, although with the initial damage that has a bit more going for it.
I’d definitely like to see a way for D/D to get Vigor without having to trait for it. It’s such a crucial buff that 20 into water or arcane feels mandatory.
You loose some mobility (RtL) and AoE CC to get more defense. Especially if something with range is tearing you up it can be quite nice. I prefer dagger though as killing things faster works as defense too
For churning earth, I keep seeing requests to lower the casting time (which would be nice). I also wouldn’t mind going back to the hold and release method of charging it up.
I just had another thought thought. What if it was (yet another) delayed activation ability. Instant (or very quick cast) and it leaves the animation going on the ground, but you’re still free to do whatever. Then you aren’t left defenseless and can try to lock opponents down in the area so they have to take the blast. I can see this working really well with D/D it lets you stay mobile which is huge and still gives it some much needed AoE. As well as giving it a delayed blast ability which seems to be a theme across a lot of ele abilities.
but… that only works when you switch to that weapon. Elementalists don’t have weapon swapping. So how would that be useful?
Changing attunements counts as weapon swapping.
Also, check this out for a good description of some of the oddities of sigils.
http://www.reddit.com/r/Guildwars2/comments/10ilke/how_sigils_work/
Anyone have much experience with this talent? It has never seemed all that useful to me, but I just had a thought that would make it much more attractive. Have the aura be applied when you start reviving someone, that way you’re both a little protected during it. Of course that also leads to starting to revive someone for the aura and then just cancelling.
Also, does this kick in when you use the Glyph to revive someone?
D/D could really use a little bit of defense. I know its the main offensive weapon combo, but having no real ranged defense leaves it in a bad place especially for WvW. A couple thoughts that could really benefit it.
1) Add magnetic aura to magnetic grasp. That way we can close the distance and get a bit of protection from ranged enemies while we focus on the one we just charged
2) Make a utility that offers more ranged defense (an Aura glyph would be amazing) or even something similar to swirling winds
Just a bit of a defensive boost would go a long way to making this weapon set useful in larger engagements.
That being said, their should be more synergy between the attunements to reward playing the class correctly, I think more combos could be a possible answer.
More synergy between skills and traits would go a long way. Have the arcane talent lingering elements make the attunement specific traits apply for 5s after switching. Now you’ve just encouraged going into water, making things vulnerable then swapping to fire while keeping the 20% damage boost (for just one example). It really opens up a ton more options in our traits.
I wish you had proved me wrong
Might stacking definitely works, but is a whole lot more work.
I’ve taken to wearing two runes of strength for +15% Might duration and 2 runes of water(?) for another +15% boon duration. That plus 30 points in arcane makes the might stacks last a good long time to be worth the effort of stacking them up.
Also, if you go 30 arcane for evasive arcana you can dodge roll on your fire fields for combos and more might stacks.
Of all the classes, we’re actually one of the best at stacking bleeds and have the most bleed related talents. Our bleeds can do nearly 35% more damage if the target is burning, 55% if under 25% hp.
To my knowledge none of the DOTs (burn, bleed, etc) gain any benefit from the increase talents. Give it a try, but I don’t believe your bleeds will tick any higher if the target is burning or under 25 hp.
Lingering Elements (arcane 15pt) causes attunement bonuses to last an additional 5 seconds. Mostly it seems this should apply to the 5pt abilities in each line that grant passive buffs. However, it also causes the general “can cast X element spells” to remain for 5s as well.
Should this result in traits that impact a specific trait line (ie 10% more damage in fire) to remain effective for 5s after switching out of fire? If so having that actually work would make a huge improvement to our trait synergies and make stance dancing (and 30 arcane) even more important/required.
None of those movement speed buffs stack.
Anyone done the math on Glyph of Elemental Power? How often does it proc, and does the proc rate vary by attunement at all?
I don’t think bountiful power works with multiple stacks of a single boon, only with the number of unique boons on you. I could be mistaken but that would seem like a huge damage increase then and almost a must have ability.
Old tooltip that hasn’t been updated. At once point ele had charge based skills where you held the key to make them stronger.
Really wish they kept this mechanic. It was way more fun and unique.
At least getting the emblems automatically would be a huge improvement. Or turning the emblems into a new currency like Karma so they don’t take bag space and can be automatically awarded.